The Kingdom of Kaliron

a Multiplayer RPG for Warcraft3: TFT
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 Post subject: 2.0 demo bug list / fixed list
PostPosted: Tue Oct 16, 2007 12:09 pm 
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Hail to the King Baby
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Joined: Fri Jul 27, 2007 8:18 am
Posts: 2304
Highscores: 4
report em people! you know the drill

My code issues (easier to fix) & things to improve on
-Party Multiboard disappears when exiting inventory (going into the stats menu and exiting brings it back
-Using Explosive Arrow by a target that is getting hit by multishot will make one of the 2 hits fail (based on what hits first)
-Some miss spellings (i dont know them all post post post!)
-Spawn rate is a little high. will most likely set the time between spawns higher and add an initial spawn instantly when somebody enters an empty zone
-Druid int/healing gear is non existant
-More gold needed to start with (for potions/gear/consumables)
-Magic items that can drop off mini bosses will be added to the shops but at a higher cost (hope they drop, or farm and buy, same will hold true for zone2 except the weapons off the brood mother)
-Ranger and Hydromancers pet is practically useless in normal mode, let alone heroic or legendary
-Spells with requirements (E.G. backstab, ambush, so on) still use up mana & cooldown even though the spell errors out

Toadcop's system (harder for me to fix):
-Icons for Buy and Sell with merchants are swapped
-Sometimes when you exit the inventory your screen stays zoomed in


Last edited by Vexsin on Fri Oct 19, 2007 1:59 pm, edited 3 times in total.

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 Post subject:
PostPosted: Tue Oct 16, 2007 1:44 pm 
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Joined: Sat Jul 28, 2007 9:11 am
Posts: 187
Some minor things I noticed:

Certain places still have spelling mistakes ("Clense" should be "cleanse" I think. This appears when you select Chaotic Knight on the selection screen). Also, when you talk to the royal guard outside the starting area, he says "goto" when it should be "go to."

Other errors include, the description of Fire Form for the pyromancer. It says that it gives a crit chance (shouldn't it be increases crit chance or something?).

Other: When you interact with the door leading to Vormur temple, it gives you the message "the door is shut blah blah blah" even though you've already got the Vormur Temple quest (interacting with the door a second time opens it).

Also, when the door to Vormur temple is sealed, the moon beam on it is somewhat crooked (and also the 'base' of the moon beam is floating in mid air). Setting the animation to the origin of the door should fix that I think.

And also, is it possible to add some sound effects to the inventory? Like some sort of sound (nothing fancy) to confirm when an item has moved etc, or if you don't meet the stats for an item?

Looking forward to the 2.0 release (the Barrens look really nice btw!)


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 Post subject:
PostPosted: Tue Oct 16, 2007 2:09 pm 
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Hail to the King Baby
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Joined: Fri Jul 27, 2007 8:18 am
Posts: 2304
Highscores: 4
#1, spelling errors.. whoops... you guys should learn by now, I am a horrid speller, i'll look for those and fix em

#2 you shouldnt be able to see fireform at all in game because I dont allow you to get that far in the map (i didnt finish reprogramming her skill yet either)

#3 not a bug, you gotta kill crizzy before you can open the door to the temple (new thing in 2.0)

#4 i'm still reworking toad's system, but yes I do plan for error messages, and sounds wouldnt be a bad idea as well

#5 thats all pheonix right there, he pwns


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 Post subject:
PostPosted: Tue Oct 16, 2007 2:35 pm 
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Location: Speyer, Germany
The cleric catst inner fire as instant and have 1 second cooldown, but when i cast inner fire on a member of my clan then cast it instantly but then i must wait 2 seconds + 1 seconds cooldown before i could cast it again

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 Post subject:
PostPosted: Tue Oct 16, 2007 2:42 pm 
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that would be WC3's casting system, if you notice, the spell is still highlighted as active even though you already casted it. The way around wc3's casting system (any Dota or ToB player can tell you this one) is to cast, right click anywhere on the map then cast again

I have tried many ways to get around this, but its hardcoded into wc3's system, i cant even issue a move order to reset it, it must be a player inputted move


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 Post subject:
PostPosted: Tue Oct 16, 2007 3:46 pm 
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Even after Crizzy dies (the gnoll in front of the door?) the door is still sealed. Only after you interacted with it once (and got the "door is sealed" message) does the moon beam animation go away. After that, the door can be opened. I only tried this once, so I can't say for sure if this happens everytime, or if it was just a fluke.


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 Post subject:
PostPosted: Tue Oct 16, 2007 4:23 pm 
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Hail to the King Baby
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after he dies, it takes like 4-5 seconds for the explosion then the beam to go away, after that you can open it, you probably just did it before it finished playing out the animation, no biggie, but i'll double check that anyways


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PostPosted: Tue Oct 16, 2007 5:18 pm 
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I noticed that sometimes when closing the inventory the camera doesn't zoom out again. No big deal, by just reopening and closing the inventory, it can be reset to normal. I think this has already been said somewhere...

Also a minor bug in the Inventory System: The two small icons for selling and buying from a vendor are wrong. The icon that points to the vendors d&d window is "Buy Item" and the one that points from the vendors window to your inventory is "Sell Item"

Not the Text, but the icons are wrong.

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 Post subject:
PostPosted: Tue Oct 16, 2007 10:53 pm 
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When distributing level up points, the Multiboard width got messedup, the text for Spell Crit was overlapping the my spell crit numbers.


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 Post subject:
PostPosted: Tue Oct 16, 2007 11:32 pm 
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if you minimize the board, then unminimize it, it does get messed up, its an issue with wc3 and drawing the multiboard with overlapping columes

if you dont minimize it, it should be fine


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